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After playing around with Ra, I think he's one of the best leaders in the game (the L/L Ra anyway, I think the L/D Ra is pretty mediocre). Here are some things I want to say about him...

- Matching all 6 is definitely difficult and not something you can rely on all the time. Matching 5 of 6 is not very hard though unless you're new to the game or you get badly orb trolled (2 elements each having 2 or fewer orbs does not happen very often, in fact it only usually happens if you don't clear out the orbs properly in previous turns and you let certain orb types build up), and for the harder dungeons you want to be doing that anyway regardless of whoever your leader is. For example if you have a Kirin leader, you usually want to be clearing out heart and dark orbs when you can because otherwise they'll clutter your board.

- His L/L form outclasses his L/D form. It's worth the 2 angelits to ult evo it.-- His L/L form has better awoken skills (+time and bind resist >>>> dark damage resist and +HP)-- L/L leader skill is better. Matching 5 of 6 is not too hard, at least easier than matching 5 specific ones. And while that gives less power, something has to be said about how much easier it is to trigger. And obviously, matching all 6 is harder than matching 5 specific, but you get the higher bonus. Meaning not only is L/L easier to use, but when both are in the hands of skilled players, L/L gives more damage. Also sometimes you don't want to OHKO all the enemies because you want to stall for skills, so planning a x4 might wipe out certain problematic enemies and leave 1 alive to stall on, while a x6 attack is more likely to kill all the mobs.-- While L/D gives you an extra element, there are alot of good Dark subs to put on the team (like Yomi) which would cover your dark element anyway. It's not a big advantage.-- L/D is better in no-heart orb dungeons, but L/L is better in every other orb-restricted dungeon.

- Much like other spike/combo damage leaders, Ra loves subs that give out delays (Echidna), damage reduction (Kushinada), or huge orb time bonus (Yomi). But Ra also gets totally wrecked by binds moreso than other spike leaders (you're matching as many colors as possible, so any one color taken out of the equation is huge), and while L/L Ra gets a bind resist, your subs can still get hit. Unless you are confident that you can always wipe out bind monsters before they move, a sub that heals binds (like Metatron) might be worth using if you roll one.- Unlike other spike/combo leaders, Ra doesn't need orb changers for obvious reasons. Your goal is to match all 6, so orb changing and removing 1 type from the board is totally counterproductive. For similar reasons, he gets wrecked pretty hard by jammers and poison orbs, so subs that bring resists to those can be useful, though priority goes to the delay subs, damage reduction subs, etc.- You usually don't need gravity subs, but it depends on the boss. Keeper of the Gold may need a gravity or two, but if your team is decently leveled, double L/L Ra teams with x49 attack OHKOs most bosses.

I don't know how many teams can outdamage a good L/L Ra team, outside of anubis (who, even ignoring all the skill in the world, requires luck from either a totally perfect board or 1-2 skyfalls, or the weekend dungeon). I imagine that it's an extremely short list. Of course, because of the fact that not all descendeds are the same, this doesn't make Ra overpowered, particularly in orb-restricted dungeons. His very poor active skill also makes him a suboptimal sub in most cases. But for the things that Ra was built to do, he does it extremely well.

L/L Ra is indeed awesome but I'd like to expound just a little on the negatives of L/L Ra.

1. Matching 5 colors with L/L Ra = 16x damage. Matching 5 with R/L Horus = 25x. Matching 5 with B/L Isis = 16x but you can also match 4 or 3 with her. Matching 5 with un ultimate Ra or L/D Ra = 36x damage. As you can see matching 5 colors is worse for L/L Ra, but you have the flexibility of matching hearts too.

2. Ra gets wrecked by the things you say: Orb changers (some bosses will orb change every turn), Jammers, Poison, and binds (since if your red gets bound you can never trigger 49x damage and you might not be able to trigger 16x!). But also don't forget Ra gets hit bad by Blindness/Darkness (board hiding where your board turns dark) and time reduction (for example Dragon Fruit in Mythical Thursday dungeon and Dark Izanami) since your orb time gets reduced by 2 seconds. Doing 5-6 combos in 3 seconds can be tough.

1) Matching hearts gives more leeway than you think. The whole point though is that skilled players should be able to match 5 of the 6 colors fairly reliably. Horus/Iris/etc. being able to trigger more easily is a point, but outside of enemy influence (binds, darkness, etc) it's not as significant as the raw power L/L Ra can give while also giving you some leeway to get x4 in case of mishaps. This makes Horus/Iris/etc. easier for newbies, but if you have access to both, L/L Ra pays out more in the end, and is worth practicing with L/L Ra to get good with it.

2) I did say Ra gets wrecked pretty hard by jammers/poison/etc. albeit I probably didn't say it with enough emphasis. He is wrecked by those harder than Horus/etc. for sure. He does get a darkness resist though which helps.

3) I did say his active sucks. But at least it's usually better than Horus' (lol, his active is so bad).

I totally agree. The difference between the two uvo forms when you're considering the odds of having the orbs needed every turn is huge, which is why the discrepancy in the damage is so big (36x vs. 16x). Not much room for error with L/D Ra, he only has 1 orb type he can do without, whereas L/L can do w/out any one of the 6. I'd pass on the potent, directed Ray of Sun for a nice, calmer, enveloping Realm of Sun any day!! :0 hue

One thing I've rarely seen mentioned in comparing any flavor of Ra with other popular leaders is his ridiculously low Cost. For example, L/R Kali is 60! Cost may not mean as much once you reach a certain level, but being in the low hundreds having another 25 to put toward good subs makes a big difference.

I think it's fair to give him some extra awoken skills, but if Gungho does so, it'll only be fair to give all the other "premium" Egyptian god uvos extra awoken skills as well. This actually can be quite useful seeing how some of them have lackluster awoken skills. Although the extra orb movement can be particularly useful for L/L Ra, I'd personally want a second bind immunity instead, although this is only because I can use L/L Ra's leader skill consistently as to render the extra half second pointless.

watch videos of spike teams clearing high level dungeonsor bring a sub like venus(there are many others, just visit her page to see others with same skill) with their stop time power which will pretty much guarantee an easy shot at the combos you needits much easier to practice up with a leilan or haku team because you only have to focus on 3 colors and get used to counting on your combo skills rather than having any real durabilitykushinada is the best however for learning to combo very high (essentially the anubis trainer)

Let's say you are going for a 16x with 2 of this Ra. Out of the 5 colors, you are missing fire orbs. Luckily, the LS includes heart orbs. If you manage to get all 6 colors at once, witness the 2nd most ultimate power of Egypt.

There is no real way to become better at comboing besides practicing a lot. Once you do you can use L/L Ra's leader skill easily. Obviously anything that increases orb movement time helps, but 5 seconds is plenty.

Even with a skill like change the world: In my experience it's more often than not that not all 6 orbs have at least 3 present to get the full 7X attackWhereas with the alternative ult 6X is substantially less however it's significantly safer when an orb changer is included as a sub.I really like the artwork on the L/L a lot better than L/D but I feel like practically speaking this evo runs a huge risk of getting even moderately orb trolled.

No, you have it the opposite actually because you're focusing on the 49x. L/L is LESS risky than L/D, especially with Yomi (although I don't even use my Yomi, I use Kushi instead). The reason is that you have a safety net on L/L in the 16x. I was skeptical too, but being able to 16x on ANY 5 colors is substantially easier to proc than the strict 5 colors, and that's where the huge advantage lies (you can 16x on almost any given random board). Really, you have to use him to feel it. I can farm KoG with roughly a 4/5 success rate now, since I can easily get out of sticky situations with a 16x. It makes stalling a lot safer with that safety net.

The best part is, you don't need heartbreakers to easily activate 16x, so you can switch them out for gravities and better utility. The extra half second on the awakening is also superior. It's an extra two seconds with another L/L Ra and Yomi.

For the easier descends, though, like Zeus and the Heras, you may not see that much of a difference. But being able to farm KoG now safely is entirely worth it. One warning, though, you get screwed on Satan. So get him first before you evolve your Ra :)

Simply put: The 49x is great, but it's really the 16x on any 5 colors that makes him incredible, and the fact that you don't need heartbreakers.

Agree totally. I was disappointed at first because matching 5 colors drops from 36x to 16x with two Ras, but you're so much more likely to be able to activate L/L's leader skill that it's worth it. Without orb changers the average multiplier available on a fresh board looks like*:

Orb changers are a must with L/D, but the best one for both is going to be an orb refresher like Mastering, which actually widens the gap to 39.6x vs 28.4x. Getting lucky on drops will inflate the figures more.

So with L/L, the 16x is enough to clean up early in descends with minimal luck, matching 6 for 49x alone is almost worth it, and you can make space on your team for gravity, delay, defense, etc. I've played both and definitely prefer L/L. The only downside is No RCV dungeons.

i got 1 angelit last week and this week got another one drops from PAL.. should i evolve it or leave it to other characters like lilith since i havent evolve her yet?? i just evolved my alraune to pure green.. T_T

I still feel like the x6 one is better in general, the reason being spike team supposed to produce huge damage output and finish opponents in a round or two. Given the tough dungeons are usually 5 rounds and by doing 4x won't be enough to finish the monster in one shot. However for dungeons like 7 - 10 rounds, the L/L one might be better but given that you need REM for Yomi.

If you run a double L/L Ra team, as long as you plan out your movement before hand, 5 seconds is plenty of time to move orbs. You can practice fast orb movement by using a orb timer extender like a Lilith or yomi. Just run endless a couple times and youll get used to Ra. :)

I disagree, Okay, Ra's Active skill may not be good in general, but in some dungeons like the Wednesday dungeon, mythical. What monster can do 1 million plus attack alone ~_~ . Anyway, putting the iffy active skill aside. Its leader skill is incomparable with Kirin. the difference between x 25 and x 49 is ridiculous. What kirin does in 2 turns, Ra can do in a single turn. What im trying to say, is that kirin might be good mid-late game, but you need a super high spike leader like anubis, kush, or Ra in order to beat dungeons like Extreme God Rush. Kirins awokens are better tho.. other than the fact that Ra has a 50% bind resist. Just because Kirin is easier to use, doesn't mean she is better. Also, Kirins active skill?, Ra can do just as much in a shot (even more).. two, 20% gravities on the strongest monsters (eg, Gold keeper with 7 million hp) only does about 2.5 million damage. Ra can do about 3.75 million attack in a single attack...

When I was comparing the two I had regular Sun Deity Ra in mind. I personally like using my friends with this form of Ra, and I do so quite often when taking on descends. However, I recall Kirin having a physical subtype, which allows you to use a King Bubblie for x75 attack (albeit only for one turn.) Nevertheless, I agree with you that L/L Ra is much more useful in the endgame dungeons such as those various rushes simply because he allows more damage potential over time (Kirin only gets x75 for one turn, while L/L Ra can potentially get x49 most turns assuming you get good boards and merciful skydrops) Of course, if you're NOT at the endgame, Kirin is generally better since the extra risk for L/L Ra isn't as worth it in an easier descend. After all, you only need a lot of firepower on one particular floor, as compared to all floors in the various rush dungeons.

Well first of all, I don't know why either of you didn't mention that technically ra could have a spike multiplier as well if the team is all god which it usually is. And I believe it's ×2 plus ×49....yeah you get it lol.....but kirin is no way worse than ra. Kirin subs can almost always get their combo with the ideal kirin team but ra doesn't typically have orb changers and all of those blocks, poison, orb color to another are in almost every descend now and they can ruin that ×49. So then it's compairing ×16 to ×25....that being said they both have flaws but they both can do almost any descend. Check the videos and you'll see at least one of these teams on there. But then if you really wanna compare obviously anubis wins it but difficulty definitely rises with higher multipliers

The poison, block, and orb convert abilities all apply to a kirin team too. With ra, the logic is to one shot every monster in a dungeon, and if you want to stall, stall on a dungeon that you can stall on. Other than a couple monsters in descendants, most of them don't change orbs as a preemptive. thus, Ra can one shot them, before they activate that ability. SO. other then the fact that Ra is "hard to use", he definitely a better spike leader then Kirin.

Yeah but kirin teams can resist the blocks and like I said usually a kirin team is full of conversion so really most boards don't matter because they can make their own. I'm not arguing that kirin is better but making ra such a clear winner just because having at least 3 of each orb is not a given. I am actually trying to evolve my ra to L/L once I get a KoR but I'll always have my kirin with low cooldown subs in my pocket

Well before i got anubis i was trashing descends with my max skilled kush. And the difference between her x25 and everybody else that can x25 is that she can be solely wood and the result is a more potent directed attack. But as you say, it takes 10 combos to get there. But i would still consider kush top tier just because of her offensive and defensive abilities

Kush is by no means a super high spike leader... She needs 10 combos to even match the 25x from U&Y and Sakuya, which at that point, you might as well have used Anubis.

Even at 8 combos, Kush and D/L Anubis will both be doing 16x and Anubis just obviously scales better from there.

I'm not denying that Kush is a good leader, but she is by no means a reliable end game spiker. She's a consistent spiker though, in that every turn, you're basically guaranteed to do acceptable damage around the 9x - 16x regions but getting past that is much more difficult to do. And because of the variability of her spiking, you could also argue that she's a better sniper than other spike leads.

Kirin is actually almost 100% better than Ra due to her superior active skill and easier to activate leader skill, which itself still boasts tremendous power. However, a few dungeons are arguably better off attempted with Ra, the most notable of which is Satan Descended. If you happen to roll a Ra, you should stick with Kirin for a majority of the time.

Excited for your Awoken form! And excited to once again take you into no rcv dungeons lol. I've been trying to practice with Ra but I stink at triggering his active :( Sakuya gives me no trouble when I'm not orb trolled, but Ra is still difficult to activate consistently.

I believe I found the best team ever: L/L Ra, Izanagi, GrOdin, X X Ra. X X can be any god you wish as long as you can satisfy the Water, Fire, and Dark requirements. I used Horus and D/W Lucifer. Pros: 2.5k HP recovered per turn. 20k hp. Capable of 98x damage.

Awoken Ra is better than LL Ra in everything except rcv. Obviously a more damaging LS, higher stats, more awakenings, and better active skill (only drawback being nearly impossible to skill up outside of piis, as is true of nearly all awoken monsters).

Some will nitpick and say "well LL Ra can get x16 multiplier", but x16 doesn't kill anything except trash mobs, so who cares. In fact, many bosses in the harder descends will do rage attacks when their HP is at some low %, so you often want to OHKO, and obviously that's easier to do with Awoken Ra's x100 (compared to LL Ra's x64).

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